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asset-pipeline-automation — Claude Code skill: setup and usage

Builds a single-command pipeline for game assets, taking raw sprites to a packed atlas and JSON map with strict validation.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a claude-code
Open on GitHub

What asset-pipeline-automation does

This skill organizes asset generation into an automated pipeline: raw sprite cleanup, atlas packing, JSON mapping, and reference checks. Everything is structured around a reproducible build step.

Running it through a single command like npm run assets keeps the packed atlas and manifest in sync. The pipeline fails immediately if an anchor is missing or a referenced sprite cannot be found in the atlas.

What it helps with

  • automate sprite cleanup and atlas packing in a single command
  • validate that every referenced sprite exists in the generated atlas
  • prevent broken textures from slipping into CI builds
  • keep sprite sheets and JSON coordinate maps in sync

Example prompts for the agent

  • Set up a one-command asset pipeline that runs npm run assets
  • Add validation to check missing sprites and undefined anchors
  • Wire background cleanup and atlas packing into a reproducible CI step

How to install asset-pipeline-automation

1Skills CLI (Vercel)

npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a claude-code

2Manually: put the files in place

~/.claude/skills/asset-pipeline-automation/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/asset-pipeline-automation/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about asset-pipeline-automation

How do I install asset-pipeline-automation in Claude Code?

Run npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a claude-code.

What does asset-pipeline-automation do?

It structures a multi-step game asset workflow that cleans raw sprites, packs them into an atlas, generates a JSON map, and validates all references.

How does the pipeline handle missing sprites?

The validation step halts the build and reports undefined anchors or missing assets before files reach production.

Source text

SKILL.md · MIT
---
name: asset-pipeline-automation
description: Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
license: MIT
---

# Asset Pipeline Automation

## Overview

Manual asset handling does not scale past a few sprites. This skill builds a one-command pipeline: clean -> pack atlas -> emit JSON -> validate, so artists regenerate and the game just updates.

## When to Use

- You regenerate assets often and redo packing by hand.
- Atlas/JSON drifts out of sync with the sprites.
- You want a reproducible build step for art.

## Process

1. Define input (raw generated sprites) and output (atlas + JSON + map) folders.
2. Script step 1: background cleanup (see `transparent-cutout-cleanup`).
3. Script step 2: atlas packing + JSON (see `spritesheet-atlas-packing`).
4. Script step 3: validate every referenced sprite exists in the atlas.
5. Make it one command (`npm run assets`) and idempotent.
6. Fail loudly if a sprite is missing or an anchor is undefined.
7. Run it in CI so broken assets never ship.

```bash
npm run assets   # clean -> pack -> emit json -> validate
```

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "Packing by hand is fine for now" | It will not be fine at 100 sprites. Automate early. |
| "I will validate manually" | Manual validation misses one sprite and ships a hole. Automate the check. |

## Red Flags - STOP if you catch yourself:

- Manual atlas packing on every art change.
- Atlas and JSON drifting out of sync.
- No validation that referenced sprites exist.

## Verification

You are NOT done until every box is checked:

- [ ] One command rebuilds atlas + JSON from raw sprites.
- [ ] Pipeline validates all references and fails loudly.
- [ ] Build is idempotent and runs in CI.

© 0xheycat · MIT · 0xheycat/isometric-game-skills

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